Ork Boys

Source: Core Rules, pg. 432
Name Rating
Strength 6
Agility 3
Toughness 6
Intellect 2
Willpower 3
Fellowship 2
Initiative 4
Name Rating
Defence 3
Speed 6
Max Wounds 4
Max Shock 4
Determination 6
Resolve 2
Conviction 3
Passive Awareness 3
Resilience 10 ( 2 Orky Armour)
Name Rating
Weapon Skill 7
Ballistic Skill 4
Default 5

Attacks

In mobs of up to 30 Boyz, one out of every ten may wield a Big Shoota or a Rokkit Launcha

Name Range Damage AP Salvo Traits
Slugga 24 m
10 + 1 ED
0 1 Pistol, Waaagh!
Choopa melee
9 + 2 ED
0 Reliable, Waaagh!
2 Stikkbombs 24 m
7 + 1 ED
0 -1 Blast (Medium)

Blast: Target a point (DN 3) and deal damage to anyone in the blast radius. You can´t shift for damage.

Pistol: Pistols can be fired while Engaged (see core pg. 184) with a +2 DN, using the Ballistic Skill.

Reliable: You can ignore the first Complication related to this weapon per scene. Tests made to repair or maintain Reliable weapons are made with +1 bonus die.

Waaagh!: If you are an Ork, you gain +1 bonus die to attacks with a WAAAGH! weapon. If you are also Wounded (p.193), you deal an extra +1 ED.

Special Abilities

Get Stuck: Gain +2 damage on melee attacks if this troop is engaged in melee at the beginning of his turn.

(Complication)(Mob) Animosity: Orks are prone to attacking one another. When a Complication is rolled in combat, a mob of Ork Boyz infl icts 1d3 Shock to itself.

(Mob) Mob Rule: A Mob of Orks gains one bonus icon to all Resolve tests.

Keywords: Ork
Core Rules, pg. 432